按左键或右键无法更改颜色
Having trouble changing color by pressing left or right button
从左到右按钮更改颜色时遇到问题。按住鼠标左键并在画布内移动,应该会绘制出鼠标在按住鼠标右键时的红点和蓝点运动轨迹。
问题是:一旦你用左键和右键绘制,它就会改变左键绘制的颜色,反之亦然。
需要有关如何解决此问题的帮助或提示。非常感谢。
javascript:
// Vertex shader program
var VSHADER_SOURCE =
'attribute vec4 a_Position;'n' +
'void main() {'n' +
' gl_Position = a_Position;'n' +
' gl_PointSize = 10.0;'n' +
'}'n';
// Fragment shader program
var FSHADER_SOURCE =
'precision mediump float;'n' +
'uniform vec4 u_FragColor;'n' +
'void main() {'n' +
' gl_FragColor = u_FragColor;'n' +
'}'n';
var mousePressed = false; // Holds boolean if mouse is pressed down
var leftClick = false; // Holds boolean if left click is pressed down
var rightClick = false; // Holds boolean if right click is pressed down
function main()
{
// Retrieve <canvas> element
var canvas = document.getElementById('webgl');
// Get the rendering context for WebGL
var gl = getWebGLContext(canvas);
if (!gl)
{
console.log('Failed to get the rendering context for WebGL');
return;
}
// Initialize shaders
if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE))
{
console.log('Failed to intialize shaders.');
return;
}
// Get the storage location of a_Position
var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
if (a_Position < 0)
{
console.log('Failed to get the storage location of a_Position');
return;
}
// Get the storage location of u_FragColor
var u_FragColor = gl.getUniformLocation(gl.program, 'u_FragColor');
if (!u_FragColor)
{
console.log('Failed to get the storage location of u_FragColor');
return;
}
// Register function (event handler) to be called on a mouse mousePressed
canvas.onmousedown = function(ev)
{
console.log('f1 called');
// Identify which click is being press down
switch (ev.which)
{
case 1: // leftClick click
leftClick = true;
break;
case 3: // rightClick click
rightClick = true;
break;
}
// Mouse click is being pressed down
mousePressed = true;
// call function
//console.log('calling f1');
//drawDots(ev, gl, canvas, a_Position, u_FragColor, false);
//drawDots(ev, gl, a_Position, u_FragColor, false);
};
canvas.onmousemove = function(ev)
{
console.log('f2 called');
if (mousePressed)
{
console.log('calling drawDots');
drawDots(ev, gl, canvas, a_Position, u_FragColor, true);
}
//drawDots(ev, gl, a_Position, u_FragColor, true);
};
canvas.onmouseup = function(ev)
{
console.log('f3 called');
mousePressed = false;
leftClick = false;
rightClick = false;
};
// Specify the color for clearing <canvas>
gl.clearColor(0.0, 0.0, 0.0, 1.0);
console.log('clearColor call');
// Clear <canvas>
gl.clear(gl.COLOR_BUFFER_BIT);
console.log('clear call');
}
var g_points = []; // The array for the position of a mouse mousePressed
function drawDots(ev, gl, canvas, a_Position, u_FragColor, down)
//function drawDots(ev, gl, a_Position, u_FragColor, down)
{
console.log('drawDots called');
var rect = ev.target.getBoundingClientRect() ;
var x = ev.clientX; // x coordinate of a mouse pointer
var y = ev.clientY; // y coordinate of a mouse pointer
x = ((x - rect.left) - canvas.width/2)/(canvas.width/2);
y = (canvas.height/2 - (y - rect.top))/(canvas.height/2);
// For left click
if (down == true && leftClick == true)
{
console.log('called left');
// Store the coordinates to g_points array
g_points.push(x); g_points.push(y);
// Clear <canvas>
gl.clear(gl.COLOR_BUFFER_BIT);
var len = g_points.length;
for(var i = 0; i < len; i += 2)
{
// Pass the position of a point to a_Position variable
gl.uniform4f(u_FragColor, 1.0, 0.0, 0.0, 1.0);
gl.vertexAttrib3f(a_Position, g_points[i], g_points[i+1], 0.0);
// Draw
gl.drawArrays(gl.POINTS, 0, 1);
}
}
// Right click
else if (down == true && rightClick == true)
{
console.log('called right');
// Store the coordinates to g_points array
g_points.push(x); g_points.push(y);
// Clear <canvas>
gl.clear(gl.COLOR_BUFFER_BIT);
var len = g_points.length;
for(var i = 0; i < len; i += 2)
{
// Pass the position of a point to a_Position variable
gl.uniform4f(u_FragColor, 0.0, 0.0, 1.0, 1.0);
gl.vertexAttrib3f(a_Position, g_points[i], g_points[i+1], 0.0);
// Draw
gl.drawArrays(gl.POINTS, 0, 1);
}
}
}
对于添加到g_points
中的每个点,您需要记住该点的创建颜色。因此,您可以创建另一个数组来跟踪点的颜色。
var g_points = []; // The array for the position of a mouse mousePressed
var g_colors = [];
并在每次添加点时将颜色添加到数组中。
// Store the coordinates to g_points array
g_points.push(x); g_points.push(y);
// Store the color
g_colors.push([1.0, 0.0, 0.0, 1.0]);
然后更新for循环,为每个点使用给定的颜色。
for(var i = 0; i < len; i += 2)
{
// Pass the position of a point to a_Position variable
gl.uniform4fv(u_FragColor, g_colors[i/2]);
gl.vertexAttrib3f(a_Position, g_points[i], g_points[i+1], 0.0);
// Draw
gl.drawArrays(gl.POINTS, 0, 1);
}
请记住更新左键单击代码和右键单击代码以存储和使用颜色。
这是你的完整代码与修复:
// Vertex shader program
var VSHADER_SOURCE =
'attribute vec4 a_Position;'n' +
'void main() {'n' +
' gl_Position = a_Position;'n' +
' gl_PointSize = 10.0;'n' +
'}'n';
// Fragment shader program
var FSHADER_SOURCE =
'precision mediump float;'n' +
'uniform vec4 u_FragColor;'n' +
'void main() {'n' +
' gl_FragColor = u_FragColor;'n' +
'}'n';
var mousePressed = false; // Holds boolean if mouse is pressed down
var leftClick = false; // Holds boolean if left click is pressed down
var rightClick = false; // Holds boolean if right click is pressed down
function main()
{
// Retrieve <canvas> element
var canvas = document.getElementById('webgl');
canvas.oncontextmenu = function (e) {
e.preventDefault();
};
// Get the rendering context for WebGL
//var gl = getWebGLContext(canvas);
var gl = canvas.getContext('webgl');
if (!gl)
{
console.log('Failed to get the rendering context for WebGL');
return;
}
// Initialize shaders
if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE))
{
console.log('Failed to intialize shaders.');
return;
}
// Get the storage location of a_Position
var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
if (a_Position < 0)
{
console.log('Failed to get the storage location of a_Position');
return;
}
// Get the storage location of u_FragColor
var u_FragColor = gl.getUniformLocation(gl.program, 'u_FragColor');
if (!u_FragColor)
{
console.log('Failed to get the storage location of u_FragColor');
return;
}
// Register function (event handler) to be called on a mouse mousePressed
canvas.onmousedown = function(ev)
{
console.log('f1 called');
// Identify which click is being press down
switch (ev.which)
{
case 1: // leftClick click
leftClick = true;
break;
case 3: // rightClick click
rightClick = true;
break;
}
// Mouse click is being pressed down
mousePressed = true;
// call function
//console.log('calling f1');
//drawDots(ev, gl, canvas, a_Position, u_FragColor, false);
//drawDots(ev, gl, a_Position, u_FragColor, false);
};
canvas.onmousemove = function(ev)
{
console.log('f2 called');
if (mousePressed)
{
console.log('calling drawDots');
drawDots(ev, gl, canvas, a_Position, u_FragColor, true);
}
//drawDots(ev, gl, a_Position, u_FragColor, true);
};
canvas.onmouseup = function(ev)
{
console.log('f3 called');
mousePressed = false;
leftClick = false;
rightClick = false;
};
// Specify the color for clearing <canvas>
gl.clearColor(0.0, 0.0, 0.0, 1.0);
console.log('clearColor call');
// Clear <canvas>
gl.clear(gl.COLOR_BUFFER_BIT);
console.log('clear call');
}
var g_points = []; // The array for the position of a mouse mousePressed
var g_colors = [];
function drawDots(ev, gl, canvas, a_Position, u_FragColor, down)
//function drawDots(ev, gl, a_Position, u_FragColor, down)
{
console.log('drawDots called');
var rect = ev.target.getBoundingClientRect() ;
var x = ev.clientX; // x coordinate of a mouse pointer
var y = ev.clientY; // y coordinate of a mouse pointer
x = ((x - rect.left) - canvas.width/2)/(canvas.width/2);
y = (canvas.height/2 - (y - rect.top))/(canvas.height/2);
// For left click
if (down == true && leftClick == true)
{
console.log('called left');
// Store the coordinates to g_points array
g_points.push(x); g_points.push(y);
// Store the color
g_colors.push([1.0, 0.0, 0.0, 1.0]);
// Clear <canvas>
gl.clear(gl.COLOR_BUFFER_BIT);
var len = g_points.length;
for(var i = 0; i < len; i += 2)
{
// Pass the position of a point to a_Position variable
gl.uniform4fv(u_FragColor, g_colors[i/2]);
gl.vertexAttrib3f(a_Position, g_points[i], g_points[i+1], 0.0);
// Draw
gl.drawArrays(gl.POINTS, 0, 1);
}
}
// Right click
else if (down == true && rightClick == true)
{
console.log('called right');
// Store the coordinates to g_points array
g_points.push(x); g_points.push(y);
// Store the color
g_colors.push([0.0, 0.0, 1.0, 1.0]);
// Clear <canvas>
gl.clear(gl.COLOR_BUFFER_BIT);
var len = g_points.length;
for(var i = 0; i < len; i += 2)
{
// Pass the position of a point to a_Position variable
gl.uniform4fv(u_FragColor, g_colors[i/2]);
gl.vertexAttrib3f(a_Position, g_points[i], g_points[i+1], 0.0);
// Draw
gl.drawArrays(gl.POINTS, 0, 1);
}
}
}
<html>
<script type="text/javascript">
function initShaders(gl, vertexStr, fragmentStr) {
var fragmentShader = getShader(gl, fragmentStr, true);
var vertexShader = getShader(gl, vertexStr, false);
gl.program = gl.createProgram();
gl.attachShader(gl.program, vertexShader);
gl.attachShader(gl.program, fragmentShader);
gl.linkProgram(gl.program);
if (!gl.getProgramParameter(gl.program, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
gl.useProgram(gl.program);
return true;
}
function getShader(gl, str, isFrag) {
var shader;
if (isFrag) {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else {
shader = gl.createShader(gl.VERTEX_SHADER);
}
gl.shaderSource(shader, str);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
</script>
<body onload="main();">
<canvas id="webgl" style="border: none;" width="500" height="500"></canvas>
</body>
</html>
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